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Re: New Game: Antiballistics Tue, 10 October 2006 09:31 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

I think torps would be better, unless you get to Dooms...but what a waste of a ship hull unless you used a DD or something...

I'd vote against, I think, but it might be funny to see it.

Sounds like most would vote against.


Idea was in staying with theme of game to make missiles unusual but still possible, hence only one missile or perhaps 2 if instead used 100kt weight limit. W20 is reachable by games end, gives range 6.

Simplest replacement to rules would be replacing "5) No capital missiles (jihads etc.)" with ")5 No ship with capital missiles (jihads etc.) may weigh more than 100kt." (or "contain more than 1 missile/torp")

Examples:

Jihad destroyer/privateer w 1-2 battle computers (and perhaps 1 sapper). Early gatable, out range delta torps on retreat, nasty against early beamers.

Cruiser with several battle computers and sappers and 1 missile.


[Updated on: Tue, 10 October 2006 09:33]

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Re: New Game: Antiballistics Tue, 10 October 2006 10:56 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
multilis wrote on Tue, 10 October 2006 15:31

Quote:

I think torps would be better, unless you get to Dooms...but what a waste of a ship hull unless you used a DD or something...

I'd vote against, I think, but it might be funny to see it.

Sounds like most would vote against.


I would to if I was allowed to vote. Wink

Quote:

Idea was in staying with theme of game to make missiles unusual but still possible, ...

Question is if it adds to the game play enough to add another rule, KISS usually is the best way to go ... Don't mix ideas or you'll get neither fish nor flesh ...

mch

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Re: New Game: Antiballistics Tue, 10 October 2006 13:28 Go to previous messageGo to next message
perrindom is currently offline perrindom

 

Messages: 129
Registered: August 2005
Location: Denmark
Up front, I too would vote against it to KISS.

Anyway, what as such a rule's impact on similar games in the past?

Per

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Re: New Game: Antiballistics Tue, 10 October 2006 15:22 Go to previous messageGo to next message
Shadow Whist is currently offline Shadow Whist

 
Chief Warrant Officer 2

Messages: 167
Registered: August 2003
Location: Vancouver, WA
If capitol missiles are allowed, even if one or two, then can a starbase get them?
I think cap missile should not be allowed. However, I would be ok with 100kt restriction. I would also want starbases to be allowed a full load out.

whist

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Re: New Game: Antiballistics Tue, 10 October 2006 18:47 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
Shadow Whist wrote on Tue, 10 October 2006 21:22

If capitol missiles are allowed, even if one or two, then can a starbase get them?
I think cap missile should not be allowed. However, I would be ok with 100kt restriction. I would also want starbases to be allowed a full load out.



Good point. Although stations have range 5 with torps.

Nevertheless my vote goes against capital missiles. KISS.

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Re: New Game: Antiballistics Wed, 11 October 2006 06:24 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
Lt. Commander
Dueling Club Administrator

Messages: 985
Registered: November 2002
Location: Germany

Altruist wrote on Wed, 11 October 2006 00:47


Good point. Although stations have range 5 with torps.

Nevertheless my vote goes against capital missiles. KISS.




Hi Altruist ,

You wrotee that stations have range 5 torps. so also all torps. from tech 10 are not alowed ? Or was this only a calculation problem ? ( Ypsilon Torpedo and higher have range 6 in stations )


ccmaster

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Re: New Game: Antiballistics Wed, 11 October 2006 20:09 Go to previous messageGo to next message
Evaron is currently offline Evaron

 
Crewman 1st Class

Messages: 24
Registered: February 2004
I personally am of a mind to say no capital ship missiles at all. I kind of want to just play this game as it was conceived. Small hulls, no capital ship missiles. Just looking for something different strategy-wise in a game.

Evaron

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Re: New Game: Antiballistics Wed, 11 October 2006 20:51 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
ccmaster wrote on Wed, 11 October 2006 12:24

You wrotee that stations have range 5 torps. so also all torps. from tech 10 are not alowed ? Or was this only a calculation problem ? ( Ypsilon Torpedo and higher have range 6 in stations )
ccmaster


Torps are allowed.
It wasn't a calculation problem, just laziness.

Before everybody gets confused:

Forbidden hulls: battleship, dreadnought
Forbidden weapons: all capital missiles (jihad, jugger, doom, arma)

And the vote seems to show that we want to stick to those rules without exceptions.

We are 6 players now. 8 players was our planned maximum. The game will be open to join for other new players until Friday 13th. Then it's closed, and latest then everybody should race to send in the race file to: micha / at / starsautohost / dot / org (fix it first).

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Re: New Game: Antiballistics Thu, 12 October 2006 12:09 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
I would like to join this game as well.

CAL

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Re: New Game: Antiballistics Thu, 12 October 2006 15:30 Go to previous messageGo to next message
wchart is currently offline wchart

 
Crewman 1st Class

Messages: 22
Registered: July 2003
Location: USA
I would also like to join this game


Whether you think you can, or you think you can't, you're probably right.

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Re: New Game: Antiballistics Thu, 12 October 2006 16:40 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
Great!

Welcome to the game, CAL and wchart.

Now we have our aimed for number of 8 players, the game is full, race files should be sent in and I hope we can start already in some days.

Let's rumble.

PS: Updated first post to include a full player list.

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Re: New Game: Antiballistics Fri, 13 October 2006 17:48 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
Actually we have even 9 players now. They all appplied on the same day.

Initially we wanted a max of 8 players but decided to accept the 9th as well. That's it, though, no more players, please.

Players so far:
1. *Per
2. *Altruist
3. *ccmaster
4. *mlaub
5. *Shadow Whist
6. *Evaron
7. *Eric
8. velvetthroat57 / CAL
9. wchart
(* race files sent in)

If anybody wants to change his/her race design, hurry up.



[Updated on: Fri, 13 October 2006 17:53]

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Re: New Game: Antiballistics Fri, 13 October 2006 19:49 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
Don't we need an even number of players for everyone to have a trading partner?

CAL

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Re: New Game: Antiballistics Fri, 13 October 2006 20:10 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
velvetthroat57 wrote on Sat, 14 October 2006 01:49

Don't we need an even number of players for everyone to have a trading partner?
CAL


While an even number would be ideal, it would also mean that either you or wchart couldn't play since techically Eric applied directly per email some hours before. Thus there was some confusion about how many players we would have.

a) We have some very strong players who, as I fear and guess, have still a very good chance to win even when playing completly on their own.

b) It certainly adds some spice and importance to diplomacy. Just as a reminder: no pregame alliances.

c) As soon as the first player is defeated (or inactive), we have an even number of players again.

d) HW distribution and distance to each other will be probably better with 9 than with 8 players.

Thus Per, Micha and me made a fast discussion and decision that, as said, 9 players isn't perfect but not as bad as kicking a player out again after we have already confirmed his application.

I guess (and hope) that's a decision everybody can live or rather play with.

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Re: New Game: Antiballistics Sat, 14 October 2006 01:25 Go to previous messageGo to next message
ccmaster is currently offline ccmaster

 
Lt. Commander
Dueling Club Administrator

Messages: 985
Registered: November 2002
Location: Germany

Hi ,

Who are the final player's now ? Have all send there race file in ?

ccmaster

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Re: New Game: Antiballistics Sat, 14 October 2006 10:58 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
It's posted even twice. Once in the very first post and then some posts above from here (at Fri, 13 October 2006 23:48).

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Re: New Game: Antiballistics - update Sun, 15 October 2006 08:01 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
8/9 race files now.
(I've updated the first post)

mch

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Re: New Game: Antiballistics Sun, 15 October 2006 12:18 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
Anyone have any thoughts on RS in this game?

CAL

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Re: New Game: Antiballistics Sun, 15 October 2006 15:31 Go to previous messageGo to next message
wizard is currently offline wizard

 
Officer Cadet 3rd Year

Messages: 279
Registered: January 2004
Location: Aachen, Germany
velvetthroat57 wrote on Sun, 15 October 2006 18:18

Anyone have any thoughts on RS in this game?

CAL


Hi,

in this game I would take RS with most races, as beams will be used mostly. Especially with WM and IS.

HTH,
Andreas / wizard

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Re: New Game: Antiballistics Sun, 15 October 2006 17:11 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
Master Chief Petty Officer

Messages: 111
Registered: June 2005
I usually take RS to help in the pocket BB era (which we definitely won't have) and the nub era (which we probably won't have).

It is great in the horde era as well but I am not sure about cruiser designs if you know you won't face cap missiles. That is what I was wondering about mainly since sappers will be fielded in large quantities.

To pick possible techs, say E-14 for the 175pt shield and C-12 for 275dp armor. Assuming say blaster and phased sapper, that is 66 and 211 (shield) dmg. The RS shield would be taken out by one sapper but the nonRS armor would take 4 blasters to penetrate.

Unshielded cruisers are a no-no because Jihads shred them in most games but that won't be a problem in this one.

CAL

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Re: New Game: Antiballistics Mon, 16 October 2006 04:43 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
velvetthroat57 wrote on Sun, 15 October 2006 23:11

Unshielded cruisers are a no-no because Jihads shred them in most games but that won't be a problem in this one.

Quite true. Armors in this game gain on importance. But there's one problem: weapons and con can't be cheap. So quite before you'll have weap-14/15 you could have cheap en-14. With RS that would mean BIG shields. Now couple that with DD horde, or colloidal + 4 Flux Capacitors MetaMorphs... Twisted Evil or BattleCruisers with 4 shields and 4 capacitors Twisted Evil Twisted Evil

Anyway most higher tech armors are quite expensive Confused . Four Kelariums give about the same armor the CC hull has for a bit less iron, and a bit more resources. Under those conditions I'd rather have another hull, esp. because I find bazooka/colloidal CCs lack firepower.

BR, Iztok

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Re: New Game: Antiballistics - GEN TIME Mon, 16 October 2006 06:25 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
I have 9/9 race files. The game will be genned tonight, Monday Oct. 16 at 10pm AH time (midnight for me). Any changes in race files need to be in before that time (don't wait till last minute cause depending on my wife the gen time might shift <g>).

mch

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Topic locked (Re: New Game: Antiballistics) Tue, 17 October 2006 15:10 Go to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Files have been sent to Ron, topic locked,

mch,
modaw

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